
Build a spine and head joint chain in Maya 2018, using side and front views, the joint tool, and an organized outliner hierarchy to rig a low-poly character.
Orient the spine joints in Maya 2018 using the Comet Joint Orient script, setting the aim axis to x and world up to y for consistent rotations.
Orient the pelvis and legs to align joint axes for a stable ik chain; create a forearm form joint and use a point constraint to align wrist and elbow.
Create and organize foot groupings for a Maya 2018 low poly rig, including heel raise and toe tap groups, then attach IK handles under the appropriate groups.
Export, duplicate, and import a finger control in Maya 2018 to connect finger attributes to the wrist via point constraints, rotation mappings, and direct finger spreads.
Connect the right side controls with the node editor and map finger joints to rotate axes, using unit conversions to build a Maya rig.
Connect the right cup, spread, and fist controls in Maya 2018 by setting rotate X constraints driven by the cup joint and mirroring the setup on the left.
Create a face control constrained to the head joint, then clean up the rig by locking attributes and add a curvy neck control driven by a multiply/divide node.
Paint and mirror skin weights across the yz plane to create symmetry, then use the component editor to balance elbow and wrist influences for a smooth, practical rig.
Paint skin weights for the feet and mirror weights across the body, then refine hip and ankle controls to improve deformation; test with a walk cycle.
Rigging can be a very excruciatingly technical step in creating animatable characters. This class aims to present a step-by-step guide to creating a functional character rig that will allow the animator to deliver a believable performance. Being able to rig characters from scratch empowers the animator to be able to create characters of their own free from the constraints of automatic rigging solutions. Make no mistake, such solutions are great timesavers, but they can tend to limit the animator.
We will create this rig using Manlo, the character we modeled, UV mapped and surfaced in Model a Low-Polygon Character in Maya 2018, so if you are new to Maya, you should at least have that course under your belt. Also, please note that this is an intermediate class. The author assumes you have a functional understanding of basic Maya tools as the move, rotate, and scale tools, shelf and tool locations and using Maya's hotbox to access them; concepts like X, Y, and Z movement and axes, object vs. world space movement and rotations and hierarchies. The author will address these ideas in terms of rigging characters, however, they may be unfamiliar to beginners.
That said, at the end of this course, you will have both a rigged character that you can use in your own animations AND the skill set to create animated characters of your very own!